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authorJulian Eisel <julian@blender.org>2020-04-02 18:40:29 +0300
committerJulian Eisel <julian@blender.org>2020-04-02 18:43:45 +0300
commit34465a7fb091664b07611353d99dcaa0862d4a4c (patch)
tree973457851e3836286daf07345b4ea4fd517347e1 /intern/ghost/GHOST_ISystem.h
parent868d4526a8818fbffc5ea993fbbbd3890046a6e9 (diff)
VR: Refactor DirectX context management
All DirectX management happens on Ghost level now, higher level code can just assume everything is OpenGL (except of the upside-down drawing that still needs to be done for DirectX). This is similar to how the metal-layer is hidden outside of Ghost. The Ghost-XR graphics binding for DirectX is responsible for managing the DirectX compatibility now.
Diffstat (limited to 'intern/ghost/GHOST_ISystem.h')
-rw-r--r--intern/ghost/GHOST_ISystem.h6
1 files changed, 0 insertions, 6 deletions
diff --git a/intern/ghost/GHOST_ISystem.h b/intern/ghost/GHOST_ISystem.h
index 8adf49fe1f9..58d1a08da74 100644
--- a/intern/ghost/GHOST_ISystem.h
+++ b/intern/ghost/GHOST_ISystem.h
@@ -267,12 +267,6 @@ class GHOST_ISystem {
virtual GHOST_IContext *createOffscreenContext() = 0;
/**
- * Overload to allow requesting a different context type. By default only OpenGL is supported.
- * However by explicitly overloading this a system may add support for others.
- */
- virtual GHOST_IContext *createOffscreenContext(GHOST_TDrawingContextType type) = 0;
-
- /**
* Dispose of a context.
* \param context Pointer to the context to be disposed.
* \return Indication of success.